Fire/ment blaster whatcha think
I have been building a very similar Blaster and have posted my build recently. I did change one power selection and dropped Rain of Fire and added concentration. I used extra slots for RoF to get you some additional recovery & put one in Maneuvers for extra def and moved a slot from CJ to Weave for some extra def.
Recovery 3.2 up from 2.86
Ranged Def 44.9 up from 44.2
Regen 180% up from 140%
Recharge 47.5% down from 53.8%
You will find some resistance to making capped range def builds here as they usually limit you in some way or another. I am a fan of capped def builds as they let you survive much more incoming damage provided, in this case, you actually manage to stay at range. And as the build is not very high on AOE you will get hit from time to time by some big blasts. Might make a good Single Target build which is what I was after.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Subdual -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(9), Posi-Dmg/EndRdx(21), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(36)
Level 4: Mind Probe -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(15), Mako-Acc/Dmg(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(37), Zephyr-Travel(37), Zephyr-Travel/EndRdx(39)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(43)
Level 10: Psychic Scream -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(23), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dam%(40)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 14: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(34), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 16: Concentration -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(23)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
Level 22: Stamina -- EndMod-I(A), EndMod-I(50)
Level 24: Drain Psyche -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Blaze -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34)
Level 28: Blazing Bolt -- ExecCtrt-Stun%(A), ExecCtrt-Dmg/Rchg(29), ExecCtrt-Dmg/ActRdx(29), ExecCtrt-Dmg/Rng(31), ExecCtrt-Dmg/EndRdx(31), ExecCtrt-Acc/Dmg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(31), LkGmblr-Def(40)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Weave -- LkGmblr-Rchg+(A), DefBuff-I(39), DefBuff-I(46)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-Dmg/Slow(42), P'ngTtl-Acc/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(43)
Level 44: Psychic Shockwave -- Stpfy-KB%(A), Stpfy-Stun/Rng(45), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Rchg(46), Stpfy-Acc/Stun/Rchg(46)
Level 47: Flash Freeze -- LgcRps-Acc/Sleep(A), LgcRps-EndRdx/Sleep(48), LgcRps-Sleep/Rng(48)
Level 49: Hoarfrost -- ImpSkn-Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;694;1388;HEX;| |78DA9D94C94F535114C6EFEB4029B49602A55028F38C14BA735818998C8626040D2| |B953CE1D93E6DDAA62D89AEC461E946A3262E10E761E1AC51E3C2189CFE0675E17F| |F23CE77CB78D093B5FDAEFF7FADD73EE3DF79D779B3A3313506A7D9F3282D359B35| |45A9E222D5B456FCA4CDB2BCAA7946AD3D6F2A2994B5BAB8939BB6821ACAF327278| |AD50C817CB8994952B9BD9E59499B30B6B59B36CE773E183B98C55243F51B9092CE| |4F3D9C4BC6516EC5C1A3FE6EC72CE2A9542959155AB58CAD885A01E4C67CA141A9E| |2DD82B89E97C769516E065CFB6527523F4DDAF2A97E355770949E5BA036C083CB78| |04D41CD6DC195ED5935C8AA43561DB202C80A206B8AD44096C7782B56ED6B41F31B| |41DF7BE09DE02AA95B2FE23E2DD68E53405AD07012C8081A6D410B3D77AFACE2B8B| |D1183ADFE66E0A78B31F84B3043113E5D8C0F55D4A28A6694D68F2A4651D33552BF| |0EF723A0055983881B42F210C2A334753DC28D7AACDBF85B304B5E50EF2A785FAC9| |E07C04341DF23C1C46341F289E03AC587F47CA17B62B56C0A6A68A530F6ABC2C3B2| |B88FAC265846D321BA1952C9257904B53412D123916E094E023748A3D21DC7158D8| |9D53AF62FE6F875D675B7A1E531B43C869677A3E5DD68790F5A7E80B45D67B5FF10| |ABE33BF055D0F90DF882E42D4198CA8CA34C571C3DECECC4E3452B0D0AE8C2B4AAC| |BA14BB9C9E9D54E6F9482E2CA43D6809E6500B30C629671204D6FD7B02E6EF89504| |8CBC009E03CF04A34F8197829B143FA6B3C62E89B5F302701E58178C9F032E0A32B| |4560259AEC49658139F80CF823FF45F32A9373019970D7478AAA78C3EBCCBF96DCE| |82A77AA694214E8FA772CC1CC7DF508DFFDFEB43A032857FB18EF408CB02CB12CB5| |196632CC7594C96132C2B2CCEC76A766817D7B59B650FCB5E9608D77799237D7C5A| |EA59022C41961D2C21960696269618CB068BF317EC6609B3| |-------------------------------------------------------------------|
why bother with the pbaoes if you only want to use them as IO mules?
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 4: Mind Probe -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(5), Mako-Acc/EndRdx/Rchg(7), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Dam%(9)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-ResKB(45), LkGmblr-Def(50)
Level 8: Hurdle -- Empty(A)
Level 10: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(36)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(15)
Level 14: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(17)
Level 16: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(40), Numna-Regen/Rcvry+(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(46), Numna-Heal(48)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 20: Stamina -- EndMod-I(A), EndMod-I(34), P'Shift-End%(50)
Level 22: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(36)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(39)
Level 26: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(43)
Level 28: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(29), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(48)
Level 30: Kick -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(34), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
Level 32: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(33), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(39)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(45)
Level 41: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Snow Storm -- EndRdx-I(A)
Level 47: Frozen Armor -- LkGmblr-Rchg+(A)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
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63% recharge
13% dam
Capped defense benefits a solo toon more than a team oriented toon. If you team a fair bit chances are that your teammates will provide some sort of mitigation such that you may not need a fully capped defense build. One of the popular alternatives is that you build for around 35ish defense so that one small purple inspiration will cap you if necessary. This will allow you to cram more recharge/dam/+hp into your build.
If you wish to leverage drain psyche and psy shockwave and even inferno and take fire/mental up a notch, learn how to joust. Lots of newbie blasters think "gosh, melee range is so scary! I'm going to build a pure ranger." It's true, melee range is scary, but only if you plan on staying there. CJ and hurdle offer the perfect tool for combat mobility, meaning that you can use this jousting technique to minimize your exposure in melee range. We are talking a fraction of a second tops here. For more information on jousting, look below:
http://boards.cityofheroes.com/showthread.php?t=221450
My idea is to be able to solo as well as team as im in the UK it can be hard to find teams at times.
I want to soft cap range as the plan is to use rain of fire and snowstorm to slow groups sufficiently, pick off the bosses with the single target attacks and use psy scream, fireball and firebreath to blow up the mobs, with them being slowed, hopefully mobs will be down before they reach melee range.
Ive done some changes, slotted psyc shockwave for some damage and replaced flashfreeze with world of confusion, slotted for confused as an extra control power. This has also taken me closer to the softcap.
I have used as many posi as I can for damage and also recharge.
Hurdle and CJ are there so I can also kite when needed.
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Subdual -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(46)
Level 4: Mind Probe -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(15), Mako-Acc/Dmg(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19)
Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Acc/Dmg(37), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg/EndRdx(43)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(9), DefBuff-I(9), Zephyr-Travel(21), Zephyr-ResKB(21)
Level 10: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dam%(40), Posi-Acc/Dmg(40)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 14: Psychic Scream -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
Level 16: Aim -- GSFC-Build%(A), GSFC-Rchg/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(34), GSFC-ToHit(34), GSFC-ToHit/EndRdx(36)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- EndMod-I(A)
Level 24: Drain Psyche -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Blaze -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34)
Level 28: Blazing Bolt -- ExecCtrt-Stun%(A), ExecCtrt-Dmg/Rchg(29), ExecCtrt-Dmg/ActRdx(29), ExecCtrt-Dmg/Rng(31), ExecCtrt-Dmg/EndRdx(31), ExecCtrt-Acc/Dmg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(31)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Weave -- LkGmblr-Rchg+(A), DefBuff-I(39)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-Dmg/Slow(42), P'ngTtl-EndRdx/Rchg/Slow(43), P'ngTtl-Acc/Slow(43)
Level 44: World of Confusion -- Mlais-Dam%(A), Mlais-Conf/Rng(45), Mlais-Acc/EndRdx(45), Mlais-EndRdx/Conf(45), Mlais-Acc/Rchg(46), Mlais-Acc/Conf/Rchg(46)
Level 47: Psychic Shockwave -- Erad-%Dam(A), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-Dmg(48)
Level 49: Hoarfrost -- ImpSkn-Status(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run
As before moving only one slot from CJ to Weave puts you over the soft cap. Two slot CJ with a LOTG Global Rech/Def and a LOTF Def and same for Weave plus the extra def IO and you get 45.1% Ranged Def. Using LOTGs gets you 30% more regen and 45% range def. Take the -.1% ranged for the +30% regen.
My over all concern is that you're way under slotted in Stamina and don't have hasten. Combined with running 2 minimum and up to 5 toggles and you are possibly in end hell.
Flares has better DPS than Fire Blast and you have skipped concentration which is a 100% damage buff for 10 seconds....
If you want softcapped defenses, you'd be much better off going with smashing/lethal instead of ranged, especially with Ice Armour.
You'll be much better protected using DP/PSW/Inferno and it's easier to softcap. Fire/MM is one of the more AoE heavy sets but if you're staying purely at range you're losing a lot of its benefits.
The Melee Teaming Guide for Melee Mans
If you want softcapped defenses, you'd be much better off going with smashing/lethal instead of ranged, especially with Ice Armour.
You'll be much better protected using DP/PSW/Inferno and it's easier to softcap. Fire/MM is one of the more AoE heavy sets but if you're staying purely at range you're losing a lot of its benefits. |
Drain Psyche is an awesome regen/recovery buff and you need to be in melee range to use it. Psychic Shockwave is one of the better PBAoE attacks in the game which also requires you to be in melee range.
Smashing/Lethal defense will protect you from at least as many attacks as ranged will. Gunfire, the most common ranged attack in the game, is lethal damage, and the vast majority of melee attacks have a smashing or lethal component.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
S/L lethal is easier to soft cap for but I disagree it's the better choice for a fire/mental.
When facing a mob you can't dictate the typed damage they throw at you but you can always dictate the positional attacks they throw at you. Judicious jousting of those two PbAoEs can ensure that mobs are trying to hit you with ranged attacks most of the time. Ranged defense also offer more protection from mezzes which often don't have a s/l component.
For a mobile, jousting blaster, ranged defense is the way to go.
S/L defense protects against any attack with a smashing or lethal component. Jousting or not, s/l defense covers a lot more bases than ranged simply because it is so much more prolific.
The argument of ranged defense being better for mez protection is a good point, but there are also several mob mezzes without a positional component, like Dominate.
The Melee Teaming Guide for Melee Mans
S/L is definitely the way to go. My Fire/MM//Force is al out +dmg and +Rech, but if I had it to do over again I'd go Fire/MM//Cold, S/L def all the way. My DP/MM//Cold is S/L capped and a beast, If he was Fire as primary I can only imagine the carnage he'd produce.
I hate "jousting" as it can be tedious to my hands and it is also exploiting the games mechanics, where as just moving in to melee for your PBAOE and TAOE powers and out of melee for your cones is a much more finger friendly and easier way to guarantee that you attack as planned.
Snowstorm, Drain Psyche and Frozen Armor (S/L Capped) is as much dmg mitigation as you'd ever need on a blaster. Having Hoarfrost and Hibernate are amazing icing on the cake to help back up the few instances you run into attacks that don't have a S/L component.
Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.
|
So the real point here is that there are more ways to play this game, and design toons, than just one.
Any discussion of what is better is purely subjective until someone manages to use some real data. In the mean time it is safe to say that both play styles "work" for someone.
Exploiting game mechanics? Like slotting enzymes in +def powers? I think of it as being pragmatic, and I'll worry about it when it no longer works the way it does now.
My point is that you can always dictate that enemies throw ranged attacks at you where as you can't always dictate what type damage they throw at you unless you cherry pick the mobs you fight against, not that the latter is hard to do. Even if you do spend most of your time in melee you are still subject to ranged attacks from mobs that can't get to you, a fair amount of which either don't have a s/l component or even worse, mezzes. Therefore, I strongly believe that ranged defense in general is better for a blaster when you look at it in a vacuum.
However, in the real world it takes much more effort to pull off a capped ranged defense build, and you end up sacrificing a lot of +rech/dam/hp in exchange for it. S/L is considerably easier and going that way allows the build to squeeze in more of the aforementioned bonuses, and that's why people gravitate towards it.
Repec'd at 47, curently running at 48 and Im very happy with the build....as someone predicted there is a slight end issue but I haven't bought a miracle, Perf shifter proc or got either portal jocky and atlas medallion yet so I dont think this will play out to be an issue ty all for your input
My first attempt at a build for the above...please feel free to rip apart, i need the help
I went for cj/sj over fly pool as hover annoys me and fly is soooooo slow
Tried to balance damage and range defense...no blappin here
Hero Plan by Mids' Hero Designer 1.704
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Subdual -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Dam%(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(46)
Level 4: Mind Probe -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dmg/EndRdx(15), Mako-Acc/Dmg(17), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(19)
Level 6: Rain of Fire -- Posi-Dam%(A), Posi-Acc/Dmg(37), Posi-Dmg/Rchg(37), Posi-Dmg/EndRdx(39), Posi-Acc/Dmg/EndRdx(43)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(9), DefBuff-I(9), Zephyr-Travel(21), Zephyr-ResKB(21)
Level 10: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(40), Posi-Dam%(40), Posi-Acc/Dmg(40)
Level 12: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 14: Psychic Scream -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(48), Posi-Acc/Dmg(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
Level 16: Aim -- GSFC-Build%(A), GSFC-Rchg/EndRdx(23), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(34), GSFC-ToHit(34), GSFC-ToHit/EndRdx(36)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Mrcl-Rcvry+(A)
Level 22: Stamina -- EndMod-I(A)
Level 24: Drain Psyche -- Acc-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Blaze -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(27), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34)
Level 28: Blazing Bolt -- ExecCtrt-Stun%(A), ExecCtrt-Dmg/Rchg(29), ExecCtrt-Dmg/ActRdx(29), ExecCtrt-Dmg/Rng(31), ExecCtrt-Dmg/EndRdx(31), ExecCtrt-Acc/Dmg(33)
Level 30: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(31)
Level 32: Boxing -- Empty(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Weave -- LkGmblr-Rchg+(A), DefBuff-I(39)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A), P'ngTtl-Rng/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-Dmg/Slow(42), P'ngTtl-Acc/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(43)
Level 44: Psychic Shockwave -- Stpfy-KB%(A), Stpfy-Stun/Rng(45), Stpfy-Acc/EndRdx(45), Stpfy-EndRdx/Stun(45), Stpfy-Acc/Rchg(46), Stpfy-Acc/Stun/Rchg(46)
Level 47: Flash Freeze -- LgcRps-Acc/Sleep(A), LgcRps-EndRdx/Sleep(48), LgcRps-Sleep/Rng(48)
Level 49: Hoarfrost -- ImpSkn-Status(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run